Tenma (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Tenma[edit]

Medium humanoid (Funato), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 71 (11d8 + 22)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Dex +7, Cha +3
Skills Acrobatics +7, Arcana +7, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


Chakra. Tenma has 29 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Power of the Sea Dragon. Tenma can move through water in any direction without any penalties using his movement speed, and may breath water as if it were air. Additionally, Tenma has resistance to damage from Water Style jutsu and damage from sources made of water.

Endurance. When Tenma is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Tenma can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Tenma makes 3 attacks with his unarmed strike, kunai, or claw strike attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Tenma may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Tenma makes two unarmed strikes

Leaf Gust (8 Chakra). Tenma makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Tenma's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Tenma gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Tenma casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Water Gun (1 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 16 Dexterity saving throw. On a failure, they take 8 (1d8 + 4) magical piercing damage. On a success, they take half as much damage.

Bisecting Claw (5 Chakra). For 1 minute, Tenma gains the Claw Strike and Single Claw Bisection actions. If another creature wields his Bisecting Claw weapon, it still uses Tenma's attack and damage roll bonuses. This weapon has an AC of 17 and 25 hit points. Tenma may only have 1 Bisecting Claw active at a time.

Claw Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical piercing damage. Every attack with this weapon attacks every creature within 5 feet of the wielder.
Single Claw Bisection (5 Chakra). When a creature Tenma can see makes an attack with a Bisecting Claw, the attack has advantage and its critical threshold increases by 2 (i.e. 20 → 18-20 → 16-20), but it no longer targets every creature within 5 feet.

Calm Sea. As a bonus action, any difficult terrain within 30 ft. of Tenma made of water of his choice becomes normal terrain and ends any effects on it that would be ended by a strong wind.

REACTIONS

Substitution (3+ Chakra). When Tenma is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Tenma can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Tenma.png
[Source].

Originally an orphan far out into the Land of Water, Tenma was ostracized from the civilization on the small island he lived in, being forced to steal to live. When the Funato clan attacked the island, he cared little for the death around him, instead being in awe of Araumi's power, attacking him just to witness more of it. Being easily defeated, he begged to become a member of their group. Impressed by the strange boy, Araumi not only granted his request, but adopted and trained him personally. As a pirate, Tenma was feared for his ruthless strategies in how he handled both his enemies and underlings. Years later, during an attempt to break his father from prison, Tenma lead the Tenma Unit in an assault on a Land of Water stronghold deep within the Mist Sea, obliterating it with the chakra cannon mounted on their mobile sea fortress. When the Mist Village launched a counterattack, Tenma was able to keep Kagura, Hebiichigo, and Kyoho from destroying the base from the main controls, but was easily restrained once Kawaki arrived, allowing Boruto and Buntan to destroy the fortress with the chakra cannon itself. Retreating to their island base, he immediately moved back to the front lines after hearing that the Mizukage had joined the fight. However, with Seiren and her unit greatly injured, the Funato clan's forces were forced to stall for time, angering Tenma. Arranging a small force, he attacked in the night, but the Mizukage quickly saw through his half-baked plan, easily defeating the force and killing Tenma in the process.



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